/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * 1.  Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 * 2.  Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include "config.h"

#include "LoopBlinnSolidFillShader.h"

#include "Color.h"
#include "GraphicsContext3D.h"

namespace WebCore {

PassOwnPtr<LoopBlinnSolidFillShader> LoopBlinnSolidFillShader::create(GraphicsContext3D* context,
                                                                      LoopBlinnShader::Region region,
                                                                      Shader::AntialiasType antialiasType)
{
    VertexType type = (region == Interior) ? LoopBlinnInterior : LoopBlinnExterior;
    unsigned program = loadProgram(context,
                                   generateVertex(type, SolidFill),
                                   generateFragment(type, SolidFill, antialiasType));
    if (!program)
        return nullptr;
    return adoptPtr(new LoopBlinnSolidFillShader(context, program));
}

LoopBlinnSolidFillShader::LoopBlinnSolidFillShader(GraphicsContext3D* context, unsigned program)
    : LoopBlinnShader(context, program)
{
    m_colorLocation = context->getUniformLocation(program, "color");
}

void LoopBlinnSolidFillShader::use(unsigned vertexOffset, unsigned klmOffset, const AffineTransform& transform, const Color& color)
{
    LoopBlinnShader::use(vertexOffset, klmOffset, transform);

    float rgba[4];
    color.getRGBA(rgba[0], rgba[1], rgba[2], rgba[3]);
    m_context->uniform4f(m_colorLocation, rgba[0] * rgba[3], rgba[1] * rgba[3], rgba[2] * rgba[3], rgba[3]);
}

} // namespace WebCore
